bstylez Posted February 26, 2020 Posted February 26, 2020 I really like this mod, is it possible you can add a mcm option percentage rate for specific Devious Device from rogg item manger like you did for the real handcuffs? Thanks Edit: never mind i used the possibility option on the dd manager
Guest Posted February 26, 2020 Posted February 26, 2020 19 minutes ago, bstylez said: I really like this mod, is it possible you can add a mcm option percentage rate for specific Devious Device from rogg item manger like you did for the real handcuffs? Thanks very good idea I would add plugs of the commonwealth, too
Guest Posted February 26, 2020 Posted February 26, 2020 Is it possible to decide which gender for each race you can surrender to? If you just choose female as the gender that you surrender to, than you can only surrender to humanoids. I was hoping to surrender to only female humans, but any creatures.
bstylez Posted February 26, 2020 Posted February 26, 2020 so the robber has disappeared in my game along with the shock collar note with the code i assume due to the mechanic the robber is force to disappear forever does this mean my character is screwed forever with the shock collar on it's neck? I know that would be "Real Handcuffs" department but i was just wondering if there was a way i can by pass this. I don't mind my stuff being gone forever but the shock collar thing kinda suck without the codes.
vaultbait Posted February 27, 2020 Posted February 27, 2020 53 minutes ago, bstylez said: so the robber has disappeared in my game along with the shock collar note with the code i assume due to the mechanic the robber is force to disappear forever does this mean my character is screwed forever with the shock collar on it's neck? I know that would be "Real Handcuffs" department but i was just wondering if there was a way i can by pass this. I don't mind my stuff being gone forever but the shock collar thing kinda suck without the codes. Go into the MCM for Real Handcuffs and under debug highlight and activate the line that says you're wearing a collar. Now exit the MCM and the collar will be unequipped. 1
bstylez Posted February 27, 2020 Posted February 27, 2020 3 hours ago, vaultbait said: Go into the MCM for Real Handcuffs and under debug highlight and activate the line that says you're wearing a collar. Now exit the MCM and the collar will be unequipped. oh thanks a bunch, that really help
EgoBallistic Posted February 27, 2020 Author Posted February 27, 2020 10 hours ago, bstylez said: so the robber has disappeared in my game along with the shock collar note with the code i assume due to the mechanic the robber is force to disappear forever does this mean my character is screwed forever with the shock collar on it's neck? I know that would be "Real Handcuffs" department but i was just wondering if there was a way i can by pass this. I don't mind my stuff being gone forever but the shock collar thing kinda suck without the codes. In addition to @vaultbait's method, you can also use Boston Devious Helper to get NPCs to remove Devious Devices and Real Handcuffs.
maddadicusrex Posted February 27, 2020 Posted February 27, 2020 I continue to have animation setup issues with AAF 114, where it concerns Violate. I gave up on settings to allow my character and a companion to be banged at the same time if defeated. Did not have problems with prior AAF versions, but 114 has yet to deliver a clean result. If my companion was chosen to get Violated, I would get a word box just stating I was getting fucked at the same time. Sometimes in a gang bang, my character is standing there while the badguys are humping air. Even after changing the Violate settings to just me getting jumped, still getting 2 out of 3 raiders doing my invisible character while 1 raider refuses to animate..And there is still the raiders humping air problem. I am only getting about 25% sex animation success with Violate/AAF 114... Never had these many issues till I downloaded AAF 114. I just do not know if the current AAF plays well anymore with the current Violate..
EgoBallistic Posted February 27, 2020 Author Posted February 27, 2020 1 hour ago, maddadicusrex said: If my companion was chosen to get Violated, I would get a word box just stating I was getting fucked at the same time I'm not sure what this means. Violate doesn't have anything like this. Can you post a screenshot?
maddadicusrex Posted February 27, 2020 Posted February 27, 2020 41 minutes ago, EgoBallistic said: I'm not sure what this means. Violate doesn't have anything like this. Can you post a screenshot? Not Violate issue. Pretty sure it is AAF 114 and MCG combo. Been testing by process of elimination. Disabled your mod and these same issues continued in game. You are off the hook and I am glad...You do good work.
Guest Posted February 27, 2020 Posted February 27, 2020 Ego, I have a question. can you check one thing when I started a new backup to test BDH and PotC , I noticed that systematically I was not being raped by the two npc's who are in front of the drumlin dinner (Wolfgang and Simone) I die each time. so I tested with other npc's around here and it worked fine. is that normal? Are these npc's a different race than the others?
EgoBallistic Posted February 27, 2020 Author Posted February 27, 2020 15 minutes ago, hkheung said: when I started a new backup to test BDH and PotC , I noticed that systematically I was not being raped by the two npc's who are in front of the drumlin dinner (Wolfgang and Simone) I die each time. Not sure why that would happen. I just tried with a save I made immediately after the battle in Concord. If I side with Trudy then then Wolfgang and Simone will defeat and rape me. And if I side with Wolfgang and Simone then Trudy and her son will defeat and rape me.
Verasmile2 Posted February 27, 2020 Posted February 27, 2020 33 minutes ago, hkheung said: Ego, I have a question. can you check one thing when I started a new backup to test BDH and PotC , I noticed that systematically I was not being raped by the two npc's who are in front of the drumlin dinner (Wolfgang and Simone) I die each time. so I tested with other npc's around here and it worked fine. is that normal? Are these npc's a different race than the others? That's quite weird, the first time I met them (alone) they raped me with a threesome. The second time (with companions) I defeated them, and they both surrendered for being raped. But I've enslaved both of them, and now they both helps at Sanctuary 1
vaultbait Posted February 28, 2020 Posted February 28, 2020 14 hours ago, EgoBallistic said: In addition to @vaultbait's method, you can also use Boston Devious Helper to get NPCs to remove Devious Devices and Real Handcuffs. Hardship has options for this too (you can either ask/pay friendlies to help you out of your cuffs, or take your chances that you'll "get lucky" with a rapist or menacing raider freeing you from them for better... ease of use). 1
vaultbait Posted February 28, 2020 Posted February 28, 2020 On 2/26/2020 at 7:07 AM, EgoBallistic said: AAF OnSceneInit status [X] means AAF returned an error code in its scene init event instead of starting the animation. Error 4 means "no positions found for that combination of actors and tags". If you open up the AAF Admin Console after this happens, you'll see a more detailed version of the same message. So it sounds like you are missing some animation packs or Themes. Violate aborts the whole scene when AAF returns an error, so it won't get into a state where it keeps trying and failing to start animations. Yeah, it's strange. No errors in the AAF admin log on startup... squeaky clean. This wasn't preventing violation animations from starting either, it was consistently popping up several seconds into the first violator's animated scene with the player (fresh start, no companions, never even recruited and dismissed one). I had muties at the random encounter spawn point on the bridge near Oberland Station and it was happening every time I restored, approached and surrendered to them. The AAF error code would pop up but the aggressor and my doppleganger would continue the scene while the onlookers went aggro and killed my ghost (not sure how to access the AAF log when the UI is hidden and then the game reloads due to player death). Then I tried with the Yao Guai above the Vault 81 entrance and same deal, several seconds animating and then *bam*. But all the human (raider, gunner...) aggressors I tried with had no problems of the sort. Next day I fired FO4 back up to try and see if some gyrations with the console might allow me to get more diagnostic info, and couldn't get it to happen even once playing for hours and hitting the same locations. I didn't upgrade/remove any mods, didn't change any configuration... bizarre. A number of times I'd get the first violation or two to work fine and then subsequent violations would result in everyone standing around in "gathering" phase and the only messages in the AAF console would be about walk timeouts even though everyone was within a few steps of one another on open ground. Saving and reloading would clear that back up for a few violations and then it would start happening again. I have a feeling this is some script from one of the mods I'm using getting hung and blocking other scripts, just haven't been able to narrow it down. What's even weirder is that animations triggered by other mods I have in the same loadout (Hardship clients and rapists, Raider Pet encounters, CSA abduction visitors, Sexual Harassment harassers, et cetera) aren't showing this issue. I don't think Violate is the cause, but the fact that it's suffering most from this seems like a clue... to what, I don't know just yet.
Guest Posted February 28, 2020 Posted February 28, 2020 Just a question, but with the CSA integration, does Violate use it's own setting based on the % chance for an abduction? Cause with CSA I have it set to never have the player get abducted and only the companions, but with the Violate abduction trigger it is only the player and and companion (if enabled).
EgoBallistic Posted February 28, 2020 Author Posted February 28, 2020 4 hours ago, vaultbait said: Yeah, it's strange. No errors in the AAF admin log on startup... squeaky clean. This wasn't preventing violation animations from starting either, it was consistently popping up several seconds into the first violator's animated scene with the player (fresh start, no companions, never even recruited and dismissed one). I had muties at the random encounter spawn point on the bridge near Oberland Station and it was happening every time I restored, approached and surrendered to them. The AAF error code would pop up but the aggressor and my doppleganger would continue the scene while the onlookers went aggro and killed my ghost (not sure how to access the AAF log when the UI is hidden and then the game reloads due to player death). Then I tried with the Yao Guai above the Vault 81 entrance and same deal, several seconds animating and then *bam*. But all the human (raider, gunner...) aggressors I tried with had no problems of the sort. Well, that's interesting. Here's what that sounds like to me: You surrender to a group of creatures The first animation starts successfully Several seconds into this animation, something tries to trigger another animation Because creatures are involved, this second animation fails with OnInit status 4 Violate detects this error, assumes the error was from the first animation, and aborts the violation scene The scene ends and the pacification timer expires while you are still in that first animation, so the creatures aggro I would need to test this theory to be sure, but it seems to fit the facts. Could you reproduce the problem and post your script log?
EgoBallistic Posted February 28, 2020 Author Posted February 28, 2020 12 minutes ago, krimsonxg said: Just a question, but with the CSA integration, does Violate use it's own setting based on the % chance for an abduction? Cause with CSA I have it set to never have the player get abducted and only the companions, but with the Violate abduction trigger it is only the player and and companion (if enabled). Yes. CSA abductions triggered by Violate always involve the player. 1
Guest Posted February 28, 2020 Posted February 28, 2020 8 minutes ago, EgoBallistic said: Yes. CSA abductions triggered by Violate always involve the player. Hmm unfortunate but that is alright. Thanks for the reply
maddadicusrex Posted February 28, 2020 Posted February 28, 2020 I am using Knockout, MCG without it's surrender system, and Violate. My problem is that I am not surrendering to Ferals at the appropriate damage stage. All other factions work. At what settings do I need to be at to avoid dying and repawning at last bed or going straight to last save? Do I enable my being essential? Is there a specific toggle in Violate that I missed? Thanks..
EgoBallistic Posted February 29, 2020 Author Posted February 29, 2020 11 hours ago, maddadicusrex said: I am using Knockout, MCG without it's surrender system, and Violate. My problem is that I am not surrendering to Ferals at the appropriate damage stage. All other factions work. At what settings do I need to be at to avoid dying and repawning at last bed or going straight to last save? Do I enable my being essential? Is there a specific toggle in Violate that I missed? Thanks.. Did you enable Ferals under Aggressor Options? If every other race/faction works, that's the only thing that would explain it.
maddadicusrex Posted February 29, 2020 Posted February 29, 2020 3 hours ago, EgoBallistic said: Did you enable Ferals under Aggressor Options? If every other race/faction works, that's the only thing that would explain it. Again, I am late in somewhat figuring it out. It is again, not Violate. At time of impact and reaching the submit state, I have been able to note my character remaining in place, the ferals going into passive mode and the God mode kicking in for my character. Some other mod then disables the submission sequence of approach and sex. I am trying to square which, MCG with its 'built in submission system ( even though disabled, does not like KO )or Knockout Framework( Does my character go into a KO state, overiding your mod ). Been playing with the settings for both to resolve, BUT no joy yet.. Yes, Ferals are toggled aggressive...
darkon74slayer Posted March 1, 2020 Posted March 1, 2020 does violate determine the number of DD items equipped or is it controlled by Device device.
EgoBallistic Posted March 1, 2020 Author Posted March 1, 2020 6 hours ago, darkon74slayer said: does violate determine the number of DD items equipped or is it controlled by Device device. It is controlled by DD, or by Rogg's DD Items Manager if you have that. I highly recommend Rogg's DD Items Manager.
darkon74slayer Posted March 1, 2020 Posted March 1, 2020 4 hours ago, EgoBallistic said: It is controlled by DD, or by Rogg's DD Items Manager if you have that. I highly recommend Rogg's DD Items Manager. I have Rogg's DD Items Manager, but I want to control how many DD items are put on, and I asked in Device device and got this message. 10 hours ago, izzyknows said: Roggvir's DD Items Manager will allow you control "what" is equipped. But the number is controlled by the mod applying them. I'm just trying to clarify witch mod calls the number of items, I would like to know if that can be adjusted, cause I feel to many are being applied per and attack.
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